In this highly readable and thought-provoking work, Nick Dyer-Witheford assesses the relevance of Marxism in our time and demonstrates how the information age, far from transcending the historic conflict between capital and its laboring subjects, constitutes the latest battleground in their encounter. Dyer-Witheford maps the dynamics of modern capitalism, showing how capital depends for its operations not just on exploitation in the immediate workplace, but on the continuous integration of a whole series of social sites and activities, from public health and maternity to natural resource allocation and the geographical reorganization of labor power. He also shows how these sites and activities may become focal points of subversion and insurgency, as new means of communication vital for the smooth flow of capital also permit otherwise isolated and dispersed points of resistance to connect and combine with one another. Cutting through the smokescreen of high-tech propaganda, Dyer-Witheford predicts the advent of a reinvented, "autonomist" Marxism that will rediscover the possibility of a collective, communist transformation of society. Refuting the utopian promises of the information revolution, he discloses the real potentialities for a new social order in the form of a twenty-first-century communism based on the common sharing of wealth.
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
In this highly readable and thought-provoking work, Nick Dyer-Witheford assesses the relevance of Marxism in our time and demonstrates how the information age, far from transcending the historic conflict between capital and its laboring subjects, constitutes the latest battleground in their encounter. Dyer-Witheford maps the dynamics of modern capitalism, showing how capital depends for its operations not just on exploitation in the immediate workplace, but on the continuous integration of a whole series of social sites and activities, from public health and maternity to natural resource allocation and the geographical reorganization of labor power. He also shows how these sites and activities may become focal points of subversion and insurgency, as new means of communication vital for the smooth flow of capital also permit otherwise isolated and dispersed points of resistance to connect and combine with one another. Cutting through the smokescreen of high-tech propaganda, Dyer-Witheford predicts the advent of a reinvented, "autonomist" Marxism that will rediscover the possibility of a collective, communist transformation of society. Refuting the utopian promises of the information revolution, he discloses the real potentialities for a new social order in the form of a twenty-first-century communism based on the common sharing of wealth.
Uncovering the class conflicts, geopolitical dynamics, and aggressive capitalism propelling the militarization of the internet Global surveillance, computational propaganda, online espionage, virtual recruiting, massive data breaches, hacked nuclear centrifuges and power grids—concerns about cyberwar have been mounting, rising to a fever pitch after the alleged Russian hacking of the U.S. presidential election and the Cambridge Analytica scandal. Although cyberwar is widely discussed, few accounts undertake a deep, critical view of its roots and consequences. Analyzing the new militarization of the internet, Cyberwar and Revolution argues that digital warfare is not a bug in the logic of global capitalism but rather a feature of its chaotic, disorderly unconscious. Urgently confronting the concept of cyberwar through the lens of both Marxist critical theory and psychoanalysis, Nick Dyer-Witheford and Svitlana Matviyenko provide a wide-ranging examination of the class conflicts and geopolitical dynamics propelling war across digital networks. Investigating the subjectivities that cyberwar mobilizes, exploits, and bewilders, and revealing how it permeates the fabric of everyday life and implicates us all in its design, this book also highlights the critical importance of the emergent resistance to this digital militarism—hacktivism, digital worker dissent, and off-the-grid activism—for effecting different, better futures.
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
What unites Google and Facebook, Apple and Microsoft, Siemens and GE, Uber and Airbnb? Across a wide range of sectors, these firms are transforming themselves into platforms: businesses that provide the hardware and software foundation for others to operate on. This transformation signals a major shift in how capitalist firms operate and how they interact with the rest of the economy: the emergence of ‘platform capitalism’. This book critically examines these new business forms, tracing their genesis from the long downturn of the 1970s to the boom and bust of the 1990s and the aftershocks of the 2008 crisis. It shows how the fundamental foundations of the economy are rapidly being carved up among a small number of monopolistic platforms, and how the platform introduces new tendencies within capitalism that pose significant challenges to any vision of a post-capitalist future. This book will be essential reading for anyone who wants to understand how the most powerful tech companies of our time are transforming the global economy." Also available as an audiobook.
This major new manifesto offers a “clear and compelling vision of a postcapitalist society” and shows how left-wing politics can be rebuilt for the 21st century (Mark Fisher, author of Capitalist Realism) Neoliberalism isn’t working. Austerity is forcing millions into poverty and many more into precarious work, while the left remains trapped in stagnant political practices that offer no respite. Inventing the Future is a bold new manifesto for life after capitalism. Against the confused understanding of our high-tech world by both the right and the left, this book claims that the emancipatory and future-oriented possibilities of our society can be reclaimed. Instead of running from a complex future, Nick Srnicek and Alex Williams demand a postcapitalist economy capable of advancing standards, liberating humanity from work and developing technologies that expand our freedoms. This new edition includes a new chapter where they respond to their various critics.
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